frostfire Posted December 11, 2019 Share Posted December 11, 2019 2 hours ago, sal4m4nd3r said: Harbinger is only 160 points. Confused on the double warshrine. It doesnt stack. Dropping one gives you 180 points to play with. I think you would get better use out of one big block of maruaders then two smaller ones for SURE. Sorry I mixed up the points of the Harbinger. I am taking two warshrine because they are so great, not for the stacking aura, which is certainly going to be FAQed, but for all the rerolling they provide. With the spell of the CSL and an addtional warshirne, it means potentially I could have two units who can reroll hits and wounds. I know that one big unit of marauder is better but the battlion needs 7 nurgle StD units and a hero if I am correct, so I have to split it into two units of 20. Maybe I should make two unit of 10 warriors and get a unit of 40 marauders? Quote Link to comment Share on other sites More sharing options...
sal4m4nd3r Posted December 11, 2019 Share Posted December 11, 2019 2 hours ago, frostfire said: Sorry I mixed up the points of the Harbinger. I am taking two warshrine because they are so great, not for the stacking aura, which is certainly going to be FAQed, but for all the rerolling they provide. With the spell of the CSL and an addtional warshirne, it means potentially I could have two units who can reroll hits and wounds. I know that one big unit of marauder is better but the battlion needs 7 nurgle StD units and a hero if I am correct, so I have to split it into two units of 20. Maybe I should make two unit of 10 warriors and get a unit of 40 marauders? Overlooked the fact that the harbinger doesnt count in the ptwb. No need to apologize about mistake on points. Just wanted to POINT it out. It appears the only real source of damage in the list is coming from the demon prince command ability. Play the list now thats fine.. I expect it to be faq'd into worthlessness in 2 weeks time. Quote Link to comment Share on other sites More sharing options...
decker_cky Posted December 11, 2019 Share Posted December 11, 2019 6 hours ago, sal4m4nd3r said: Harbinger is only 160 points. Confused on the double warshrine. It doesnt stack. Dropping one gives you 180 points to play with. I think you would get better use out of one big block of maruaders then two smaller ones for SURE. Why wouldn't double warshrine stack? The wording on the warscroll clearly allows for stacking and I'm not aware of any general rule that would prevent it. Quote Link to comment Share on other sites More sharing options...
sal4m4nd3r Posted December 11, 2019 Share Posted December 11, 2019 52 minutes ago, decker_cky said: Why wouldn't double warshrine stack? The wording on the warscroll clearly allows for stacking and I'm not aware of any general rule that would prevent it. Upon my initial reading of the warscroll I missed the “from this model” part...I’ve played this game enough to know the rules writers intent. It’s not intended to stack and I guarantee it will be faq’d. Quote Link to comment Share on other sites More sharing options...
calcysimon Posted December 11, 2019 Share Posted December 11, 2019 None considering Chaos lord on manticore with nurgle alliance trait improve rend on all attacks by 1?! Since it's still warding as a single model : sword - 2 rend, Lance - 3, claws - 2 🤣 OK, it's 280 points and a 4+ save but he kills everything even without artifact Quote Link to comment Share on other sites More sharing options...
Dew Posted December 13, 2019 Share Posted December 13, 2019 Looking at running the new knights with a DP escort at the moment. Gives us a fast moving alpha strike unit, especially with the trees. Anyone have any thoughts or ideas on the new chaos knights? I'm also waiting to see if the DP command ability is FAQed or not, that will make a little difference Quote Link to comment Share on other sites More sharing options...
TheVenerableBede Posted December 13, 2019 Share Posted December 13, 2019 14 hours ago, Dew said: Looking at running the new knights with a DP escort at the moment. Gives us a fast moving alpha strike unit, especially with the trees. Anyone have any thoughts or ideas on the new chaos knights? I'm also waiting to see if the DP command ability is FAQed or not, that will make a little difference The new knights are probably overpriced in terms of points. How they are now makes them more or less worth their previous points value of 160. That aside, I have run them in my list the last few days and with the Chaos Lord on Daemonic Mount's command ability plus Blades of Putrefaction they did make a good alpha strike unit. Just don't expect them to live much longer than one turn though, at least not without a ton of buffs (Nurgle Warshrine +1 save, Sorc's Oracular vision). If you don't want them to be a one-shot missile, then I reckon it makes more sense to run Ensorcelled Weapons. But just in general, I'm not feeling it with the Slaves release. Maybe it's because all the Slaves stuff I own (Knights and Warriors) is now too expensive for what it does. Warriors in particular - I can't see why I'd take them in any circumstance now. MSU don't get the benefit of rerolling saves, so will die to anything that has either a missile or melee weapon profile. To get the benefit of the rerolling save, a unit size of 15 seems the minimum - and that's 300 points already. May as well take Plaguebearers, or 10 BKs. Quote Link to comment Share on other sites More sharing options...
Lord Krungharr Posted December 13, 2019 Share Posted December 13, 2019 I was thinking about buying a cheap old unit of the Knights, like the old Realms of Chaos versions to match my warriors. Sounding like maybe they're not even worth it. Given all the assembly and painting I have right now, I'll wait on the Knights. Quote Link to comment Share on other sites More sharing options...
Grimrock Posted December 13, 2019 Share Posted December 13, 2019 I think if you're going to include any slaves units you pretty much need to go all in and bring the support too. On purely face value the scrolls are overpriced, but combined with support like full rerolls to attack, wound, and save they start becoming much more attractive. Personally I'm having trouble placing chaos warriors as well but knights and marauders are very interesting. Quote Link to comment Share on other sites More sharing options...
Hannibal Posted December 15, 2019 Share Posted December 15, 2019 Hi all, I´ve got a lot of these models lying around: https://www.games-workshop.com/de-DE/Goblin-Warriors-2018 Do you think they would be a good count-as for Nurgle Marauders? Just slap some shields on them (maybe the ones from Ungors) and you´re good to go? Unfortunately they are rather small compared to the original Marauders but they are on the same 25 mm base... 1 Quote Link to comment Share on other sites More sharing options...
Dreadmund Posted December 16, 2019 Share Posted December 16, 2019 8 hours ago, Hannibal said: Hi all, I´ve got a lot of these models lying around: https://www.games-workshop.com/de-DE/Goblin-Warriors-2018 Do you think they would be a good count-as for Nurgle Marauders? Just slap some shields on them (maybe the ones from Ungors) and you´re good to go? Unfortunately they are rather small compared to the original Marauders but they are on the same 25 mm base... In my opinion they would look great as marauders! Them being a little small doesn't bother me, you can just say their growth has been stunted by their various ailments after all. Quote Link to comment Share on other sites More sharing options...
frostfire Posted December 16, 2019 Share Posted December 16, 2019 Great to see attack exploding changed to unmodified, along with some super generous battlion pts drops! 1 Quote Link to comment Share on other sites More sharing options...
Oceanic_Eyes Posted December 16, 2019 Share Posted December 16, 2019 Solid points drops on the battalions are unexpected but welcome, but those unmodified hit changes are a blessing from Papa Nurgle himself. Quote Link to comment Share on other sites More sharing options...
Kevin K Posted December 16, 2019 Share Posted December 16, 2019 4 minutes ago, Oceanic_Eyes said: Solid points drops on the battalions are unexpected but welcome, but those unmodified hit changes are a blessing from Papa Nurgle himself. I'm not seeing them. Could you give a rundown of highlights? Quote Link to comment Share on other sites More sharing options...
Turragor Posted December 16, 2019 Share Posted December 16, 2019 For all to see: 2 Quote Link to comment Share on other sites More sharing options...
Oceanic_Eyes Posted December 16, 2019 Share Posted December 16, 2019 (edited) 3 minutes ago, Kevin K said: I'm not seeing them. Could you give a rundown of highlights? Affliction Cyst 140 Blight Cyst 140 Plague Cyst 140 The Munificient Wanderers 40 Nurgle's Menagerie 180 Tallyband of Nurgle 160 Thricefold Befoulment 60 The Blessed Sons 40 Edited December 16, 2019 by Oceanic_Eyes Spelling mistakes oops 1 Quote Link to comment Share on other sites More sharing options...
Kevin K Posted December 16, 2019 Share Posted December 16, 2019 1 minute ago, Oceanic_Eyes said: Affliction Cyst 140 Blight Cyst 140 Plague Cyst 140 The Munificient Wanderers 40 Nurgle's Menagerie 180 Tallyband of Nurgle 160 Thricefold Befoulment 60 The Blesses Sons 40 Nice! So only battalions? They must be rebalancing the battalion points across the board to match the recent books. That is very good 1 Quote Link to comment Share on other sites More sharing options...
Turragor Posted December 16, 2019 Share Posted December 16, 2019 It's a bit early to say but bks are very much improved with this small change. Means my demons are still meh. Guess if I want to continue with nurgle I get me many more bks. Maybe blightlords? Speed is all that's needed. Armies with good saves still a problem so who knows how this will pan out. Definitely an increase in nurgles attendance and an improvement in performance on the cards 1 Quote Link to comment Share on other sites More sharing options...
Oceanic_Eyes Posted December 16, 2019 Share Posted December 16, 2019 3 minutes ago, Kevin K said: Nice! So only battalions? They must be rebalancing the battalion points across the board to match the recent books. That is very good I love it. I'm saving 120 points in a pure Rotbringers list I was planning! 1 Quote Link to comment Share on other sites More sharing options...
decker_cky Posted December 16, 2019 Share Posted December 16, 2019 Interestingly, you can now take a minimum blessed sons which includes a minimum blight cyst (so 3 rend units of blight kings, 4 plague aura units of blight kings), which gives the armour rerolls to the army, including the blight cyst. 1 Quote Link to comment Share on other sites More sharing options...
EngraBlackSword Posted December 16, 2019 Share Posted December 16, 2019 (edited) 1 hour ago, Oceanic_Eyes said: Solid points drops on the battalions are unexpected but welcome, but those unmodified hit changes are a blessing from Papa Nurgle himself. Allow me a stupid question. What's the difference between 6+ and unmodified 6? Why is it better? Edited December 16, 2019 by EngraBlackSword Quote Link to comment Share on other sites More sharing options...
relic456 Posted December 16, 2019 Share Posted December 16, 2019 Just now, EngraBlackSword said: Allow me a stupid question. What's the difference between 6+ and unmodified 6? Unmodified 6 isn't affected by by +1 hit buffs or -1 hit debuffs. Where as 6+ can be modified by those effects. 2 Quote Link to comment Share on other sites More sharing options...
decker_cky Posted December 16, 2019 Share Posted December 16, 2019 1 minute ago, EngraBlackSword said: Allow me a stupid question. What's the difference between 6+ and unmodified 6? Why is it better? Removes the horrible match ups that occur when you have an opponent that can easily bring -1 to hit. Now the unit is going to be more generally useful. 3 Quote Link to comment Share on other sites More sharing options...
EngraBlackSword Posted December 16, 2019 Share Posted December 16, 2019 1 minute ago, relic456 said: Unmodified 6 isn't affected by by +1 hit buffs or -1 hit debuffs. Where as 6+ can be modified by those effects. I see, thank you mate! Quote Link to comment Share on other sites More sharing options...
Oceanic_Eyes Posted December 16, 2019 Share Posted December 16, 2019 Just now, EngraBlackSword said: Allow me a stupid question. What's the difference between 6+ and unmodified 6? Why is it better? So with a 6+, the ability goes off on a 6, or anything buffed to a 6. With unmodified 6s, regardless of +1s or -1s, the ability goes off. Nurgle doesn't have any easily accessible +1 to hit options for Blightkings, but there's many -1 to hits in the game. So the unmodified 6s helps us out a lot more. 2 Quote Link to comment Share on other sites More sharing options...
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